* DungeonData rework Back to fields, serializes better, just make new layers dumby. * wawawewa * Fix this * Fixes * review * thanks fork * fix
52 lines
1.7 KiB
C#
52 lines
1.7 KiB
C#
using System.Threading.Tasks;
|
|
using Content.Shared.Maps;
|
|
using Content.Shared.Procedural;
|
|
using Content.Shared.Procedural.PostGeneration;
|
|
using Content.Shared.Storage;
|
|
using Robust.Shared.Collections;
|
|
using Robust.Shared.Map;
|
|
|
|
namespace Content.Server.Procedural.DungeonJob;
|
|
|
|
public sealed partial class DungeonJob
|
|
{
|
|
/// <summary>
|
|
/// <see cref="EntranceFlankDunGen"/>
|
|
/// </summary>
|
|
private async Task PostGen(EntranceFlankDunGen gen, Dungeon dungeon, HashSet<Vector2i> reservedTiles, Random random)
|
|
{
|
|
var tiles = new List<(Vector2i Index, Tile)>();
|
|
var tileDef = _tileDefManager[gen.Tile];
|
|
var spawnPositions = new ValueList<Vector2i>(dungeon.Rooms.Count);
|
|
var contents = _prototype.Index(gen.Contents);
|
|
|
|
foreach (var room in dungeon.Rooms)
|
|
{
|
|
foreach (var entrance in room.Entrances)
|
|
{
|
|
for (var i = 0; i < 8; i++)
|
|
{
|
|
var dir = (Direction) i;
|
|
var neighbor = entrance + dir.ToIntVec();
|
|
|
|
if (!dungeon.RoomExteriorTiles.Contains(neighbor))
|
|
continue;
|
|
|
|
if (reservedTiles.Contains(neighbor))
|
|
continue;
|
|
|
|
tiles.Add((neighbor, _tile.GetVariantTile((ContentTileDefinition) tileDef, random)));
|
|
spawnPositions.Add(neighbor);
|
|
}
|
|
}
|
|
}
|
|
|
|
_maps.SetTiles(_gridUid, _grid, tiles);
|
|
|
|
foreach (var entrance in spawnPositions)
|
|
{
|
|
_entManager.SpawnEntitiesAttachedTo(_maps.GridTileToLocal(_gridUid, _grid, entrance), _entTable.GetSpawns(contents, random));
|
|
}
|
|
}
|
|
}
|